mirror of
https://github.com/JezuzLizard/T4SP-Server-Plugin.git
synced 2025-07-04 18:21:50 +00:00
Progress on path generating code.
Add readfile and writefile builtins. Attempt to print GSC callstack.
This commit is contained in:
@ -1419,6 +1419,134 @@ namespace game
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float fOrientLerp;
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};
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struct animCmdState_s
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{
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int field_0;
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int field_4;
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int field_8;
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int field_C;
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int field_10;
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int field_14;
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int field_18;
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int field_1C;
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int field_20;
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int field_24;
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int field_28;
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};
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struct SpawnVar
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{
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bool spawnVarsValid;
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int numSpawnVars;
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char* spawnVars[64][2];
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int numSpawnVarChars;
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char spawnVarChars[2048];
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};
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enum loading_t : __int32
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{
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LOADING_DONE = 0x0,
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LOADING_LEVEL = 0x1,
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LOADING_SAVEGAME = 0x2,
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};
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struct cached_tag_mat_t
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{
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int time;
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int entnum;
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unsigned __int16 name;
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float tagMat[4][3];
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};
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struct trigger_info_t
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{
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unsigned __int16 entnum;
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unsigned __int16 otherEntnum;
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int useCount;
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int otherUseCount;
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};
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struct __declspec(align(4)) level_locals_s
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{
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gclient_s* clients;
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gentity_s* gentities;
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int unk1;
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int num_entities;
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gentity_s* firstFreeEnt;
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gentity_s* lastFreeEnt;
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sentient_s* sentients;
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actor_s* actors;
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scr_vehicle_s* vehicles;
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TurretInfo* turrets;
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animCmdState_s* animCmds;
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char gap_2C[4096];
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int logFile;
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int initializing;
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int clientIsSpawning;
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int maxclients;
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int framenum;
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int time;
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int previousTime;
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int startTime;
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int newSession;
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int actorCorpseCount;
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SpawnVar spawnVar;
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int reloadDelayTime;
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int absoluteReloadDelayTime;
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EntHandle droppedWeaponCue[32];
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int changelevel;
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int bMissionSuccess;
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int bMissionFailed;
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int exitTime;
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int savepersist;
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char cinematic[64];
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float fFogOpaqueDist;
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float fFogOpaqueDistSqrd;
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unsigned int grenadeHintCount;
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int remapCount;
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int iSearchFrame;
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loading_t loading;
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int actorPredictDepth;
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int bDrawCompassFriendlies;
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int bPlayerIgnoreRadiusDamage;
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int bPlayerIgnoreRadiusDamageLatched;
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int triggerIndex;
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int padd;
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int currentEntityThink;
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int currentIndex;
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bool checkAnimChange;
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int registerWeapons;
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int bRegisterItems;
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int framePos;
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cached_tag_mat_t cachedTagMat;
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cached_tag_mat_t cachedEntTargetTagMat;
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__int16 soundAliasFirst;
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__int16 soundAliasLast;
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trigger_info_t pendingTriggerList[256];
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trigger_info_t currentTriggerList[256];
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int pendingTriggerListSize;
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int currentTriggerListSize;
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int entTriggerIndex[1024];
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unsigned __int8 specialIndex[1024];
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char gap4808[2628];
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int scriptPrintChannel;
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float compassMapUpperLeft[2];
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float compassMapWorldSize[2];
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float compassNorth[2];
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float mapSunColor[3];
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float mapSunDirection[3];
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int script_ai_limit;
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int disable_grenade_suicide;
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int huh;
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int manualNameChange;
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objective_t objectives[16];
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int frameTime;
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int finished;
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int pad;
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};
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static_assert(sizeof(level_locals_s) == 0x549C);
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enum nodeType
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{
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NODE_BADNODE = 0x0,
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@ -1687,4 +1815,358 @@ namespace game
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function_frame_t function_frame_start[32];
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VariableValue stack[2048];
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};
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struct __declspec(align(2)) scr_const_t
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{
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unsigned __int16 _;
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__int16 active2;
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__int16 j_spine4;
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__int16 j_helmet;
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__int16 j_head;
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__int16 all;
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__int16 allies;
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__int16 axis;
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__int16 bad_path;
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__int16 begin_firing;
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__int16 unknown_location;
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__int16 cancel_location;
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__int16 confirm_location;
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__int16 regroup_location;
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__int16 defend_location;
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__int16 clear_squadcommand;
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__int16 squadleader_changed;
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__int16 squad_disbanded;
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__int16 deployed_turret;
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__int16 crouch;
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__int16 current;
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__int16 damage;
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__int16 dead;
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__int16 death;
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__int16 disconnect;
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__int16 death_or_disconnect;
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__int16 detonate;
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__int16 direct;
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__int16 dlight;
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__int16 done;
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__int16 empty;
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__int16 end_firing;
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__int16 enter_vehicle;
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__int16 entity;
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__int16 exit_vehicle;
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__int16 change_seat;
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__int16 vehicle_death;
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__int16 explode;
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__int16 failed;
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__int16 free;
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__int16 fraction;
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__int16 goal;
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__int16 goal_changed;
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__int16 goal_yaw;
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__int16 grenade;
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__int16 grenade_danger;
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__int16 grenade_fire;
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__int16 grenade_launcher_fire;
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__int16 grenade_pullback;
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__int16 info_notnull;
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__int16 invisible;
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__int16 key1;
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__int16 key2;
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__int16 killanimscript;
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__int16 left;
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__int16 left_tread;
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__int16 light;
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__int16 movedone;
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__int16 noclass;
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__int16 none;
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__int16 normal;
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__int16 player;
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__int16 position;
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__int16 projectile_impact;
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__int16 prone;
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__int16 right;
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__int16 right_tread;
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__int16 tank_armor;
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__int16 reload;
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__int16 reload_start;
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__int16 rocket;
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__int16 rotatedone;
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__int16 script_brushmodel;
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__int16 script_model;
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__int16 script_origin;
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__int16 snd_enveffectsprio_level;
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__int16 snd_enveffectsprio_shellshock;
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__int16 snd_busvolprio_holdbreath;
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__int16 snd_busvolprio_pain;
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__int16 snd_busvolprio_shellshock;
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__int16 stand;
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__int16 suppression;
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__int16 suppression_end;
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__int16 surfacetype;
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__int16 tag_aim;
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__int16 tag_aim_animated;
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__int16 tag_brass;
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__int16 tag_butt;
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__int16 tag_clip;
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__int16 tag_flash;
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__int16 tag_flash_11;
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__int16 tag_flash_2;
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__int16 tag_flash_22;
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__int16 tag_flash_3;
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__int16 tag_fx;
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__int16 tag_inhand2;
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__int16 tag_knife_attach;
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__int16 tag_knife_fx;
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__int16 tag_bayonet;
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__int16 tag_laser;
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__int16 tag_origin;
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__int16 tag_weapon;
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__int16 tag_player2;
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__int16 tag_camera;
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__int16 tag_weapon_right;
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__int16 tag_gasmask;
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__int16 tag_gasmask2;
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__int16 tag_sync;
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__int16 tag_wake;
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__int16 target_script_trigger;
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__int16 tempEntity;
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__int16 top;
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__int16 touch;
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__int16 trigger;
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__int16 trigger_use;
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__int16 trigger_use_touch;
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__int16 trigger_damage;
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__int16 trigger_lookat;
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__int16 trigger_radius;
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__int16 truck_cam;
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__int16 weapon_change_on_turret;
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__int16 weapon_change;
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__int16 weapon_change_complete;
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__int16 weapon_fired;
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__int16 weapon_pvp_attack;
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__int16 worldspawn;
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__int16 flashbang;
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__int16 flash;
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__int16 smoke;
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__int16 night_vision_on;
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__int16 night_vision_off;
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__int16 back_low;
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__int16 back_mid;
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__int16 back_up;
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__int16 head;
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__int16 j_mainroot;
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__int16 neck;
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__int16 pelvis;
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__int16 j_head2;
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__int16 MOD_UNKNOWN;
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__int16 MOD_PISTOL_BULLET;
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__int16 MOD_RIFLE_BULLET;
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__int16 MOD_GRENADE;
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__int16 MOD_GRENADE_SPLASH;
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__int16 MOD_PROJECTILE;
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__int16 MOD_PROJECTILE_SPLASH;
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__int16 MOD_MELEE;
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__int16 MOD_BAYONET;
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__int16 MOD_HEAD_SHOT;
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__int16 MOD_CRUSH;
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__int16 MOD_TELEFRAG;
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__int16 MOD_FALLING;
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__int16 MOD_SUICIDE;
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__int16 MOD_TRIGGER_HURT;
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__int16 MOD_EXPLOSIVE;
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__int16 MOD_IMPACT;
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__int16 MOD_BURNED;
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__int16 MOD_HIT_BY_OBJECT;
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__int16 MOD_DROWN;
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__int16 script_vehicle;
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__int16 script_vehicle_collision;
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__int16 script_vehicle_collmap;
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__int16 script_vehicle_corpse;
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__int16 turret_fire;
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__int16 turret_on_target;
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__int16 turret_not_on_target;
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__int16 turret_on_vistarget;
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__int16 turret_no_vis;
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__int16 turret_rotate_stopped;
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__int16 turret_deactivate;
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__int16 turretstatechange;
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__int16 turretownerchange;
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__int16 reached_end_node;
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__int16 reached_wait_node;
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__int16 reached_wait_speed;
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__int16 near_goal;
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__int16 veh_collision;
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__int16 veh_predictedcollision;
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__int16 script_camera;
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__int16 begin;
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__int16 curve_nodehit;
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__int16 curve_start;
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__int16 curve_end;
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__int16 tag_enter_driver;
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__int16 tag_enter_gunner1;
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__int16 tag_enter_gunner2;
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__int16 tag_enter_gunner3;
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__int16 tag_enter_gunner4;
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__int16 tag_enter_passenger;
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__int16 tag_enter_passenger2;
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__int16 tag_enter_passenger3;
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__int16 tag_enter_passenger4;
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__int16 tag_player;
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__int16 tag_passenger1;
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__int16 tag_passenger2;
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__int16 tag_passenger3;
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__int16 tag_passenger4;
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__int16 tag_gunner1;
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__int16 tag_gunner2;
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__int16 tag_gunner3;
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__int16 tag_gunner4;
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__int16 tag_gunner_barrel1;
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__int16 tag_gunner_barrel2;
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__int16 tag_gunner_barrel3;
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__int16 tag_gunner_barrel4;
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__int16 tag_gunner_turret1;
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__int16 tag_gunner_turret2;
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__int16 tag_gunner_turret3;
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__int16 tag_gunner_turret4;
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__int16 tag_flash_gunner1;
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__int16 tag_flash_gunner2;
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__int16 tag_flash_gunner3;
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__int16 tag_flash_gunner4;
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__int16 tag_flash_gunner1a;
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__int16 tag_flash_gunner2a;
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__int16 tag_flash_gunner3a;
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__int16 tag_flash_gunner4a;
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__int16 tag_gunner_brass1;
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__int16 tag_gunner_hands1;
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__int16 tag_wheel_front_left;
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__int16 tag_wheel_front_right;
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__int16 tag_wheel_back_left;
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__int16 tag_wheel_back_right;
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__int16 tag_wheel_middle_left;
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__int16 tag_wheel_middle_right;
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__int16 vampire_health_regen;
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__int16 vampire_kill;
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__int16 morphine_shot;
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__int16 morphine_revive;
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__int16 freelook;
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__int16 intermission;
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__int16 playing;
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__int16 spectator;
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__int16 action_notify_attack;
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__int16 action_notify_melee;
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__int16 action_notify_use_reload;
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__int16 always;
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__int16 auto_ai;
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__int16 auto_nonai;
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__int16 back_left;
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__int16 back_right;
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__int16 begin_custom_anim;
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__int16 bullethit;
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__int16 count;
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__int16 corner_approach;
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__int16 damage_notdone;
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__int16 deathplant;
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__int16 front_left;
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__int16 front_right;
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__int16 tag_inhand;
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__int16 high_priority;
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__int16 info_player_deathmatch;
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__int16 infinite_energy;
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__int16 low_priority;
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__int16 manual;
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__int16 manual_ai;
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__int16 max_time;
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__int16 menuresponse;
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__int16 middle_left;
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__int16 middle_right;
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__int16 min_energy;
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__int16 min_time;
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__int16 neutral;
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__int16 never;
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__int16 pickup;
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__int16 receiver;
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__int16 sound_blend;
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__int16 tag_wingtipl;
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__int16 tag_wingtipr;
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__int16 tag_wingmidl;
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__int16 tag_wingmidr;
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__int16 tag_prop;
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__int16 tag_end;
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__int16 tag_tailtop;
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__int16 tag_tailbottom;
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__int16 tag_detach;
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__int16 tag_passenger;
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__int16 tag_enter_back;
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__int16 tag_detach2;
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__int16 tag_popout;
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__int16 tag_body;
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__int16 tag_turret;
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__int16 tag_turret_base;
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__int16 tag_barrel;
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__int16 tag_weapon_left;
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__int16 human;
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__int16 custom;
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__int16 angle_deltas;
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__int16 bulletwhizby;
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__int16 dog;
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__int16 enemy;
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__int16 enemy_visible;
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__int16 face_angle;
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__int16 face_current;
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__int16 face_default;
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__int16 face_direction;
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__int16 face_enemy;
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__int16 face_enemy_or_motion;
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__int16 face_goal;
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__int16 face_motion;
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__int16 face_point;
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__int16 gravity;
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__int16 groundEntChanged;
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__int16 gunshot;
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__int16 obstacle;
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__int16 movemode;
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__int16 node_out_of_range;
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__int16 node_relinquished;
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__int16 node_taken;
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__int16 node_not_safe;
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__int16 noclip;
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__int16 nogravity;
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__int16 nophysics;
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__int16 pain;
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__int16 run;
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__int16 runto_arrived;
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__int16 silenced_shot;
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__int16 spawned;
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__int16 start_move;
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__int16 stop;
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__int16 stop_soon;
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__int16 tag_eye;
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__int16 walk;
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__int16 world;
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__int16 zonly_physics;
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__int16 j_ankle_le;
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__int16 j_ankle_ri;
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__int16 j_ball_le;
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__int16 j_ball_ri;
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__int16 j_palm_le;
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__int16 j_palm_ri;
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__int16 broken;
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__int16 destructible;
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__int16 snapacknowledged;
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__int16 disconnected;
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__int16 cinematic;
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__int16 uicinematic;
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__int16 logo;
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__int16 connecting;
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__int16 challenging;
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__int16 connected;
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__int16 sendingstats;
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__int16 loading;
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__int16 primed;
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__int16 active;
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__int16 map_restart;
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__int16 orientdone;
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__int16 field_2B6;
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};
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||||
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||||
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||||
}
|
Reference in New Issue
Block a user